- User Since
- Jul 8 2014, 2:37 AM (317 w, 5 d)
May 10 2016
A temporary fix for this is to make a copy of the array when setting tPos2.
Example: tPos = [0,0,0]; tPos2 = +tPos; tPos resize 2;
In the above example tPos is [0,0] and tPos2 is [0,0,0] which is what I expected from the examples above.
This behavior also happens with any engine commands that modify an array by reference.
This appears to be because the BIS_fnc_inTrigger function utilizes the resize command which seems to be modifying all references to the array instead of making a copy and changing just that one variable.
If I execute this code: tPos = [0,0,0]; tPos2 = tPos; tPos resize 2;
I would expect tPos to equal [0,0] but I do not expect tPos2 to equal [0,0] as well.
Crashed ~40-50 min into one of weekly sessions.
Ran mission again and it crashed around the same time.
I was able to reproduce the issue in the fog; created test mission with enemy CSAT Rifleman AI with a skill level of .36 and ran around to the right until I was near the first small bush and then fired some shots to get him looking in my direction and then walked around a bit while cycling back and forth behind the bush while walking torwards and he somehow detects me @ ~95m but from then on forward he is able to spot me after loosing cover for up to 150-200m or possibly more.
Uploading reproducible mission file as: 17772_testAISpottingThroughFog.Altis.zip
Reproduction steps video: http://youtu.be/aTTcpUE46co
When testing make sure to enable the AI detection script in the scroll menu.
I just created another reproducible mission where the AI are able to see through the closed wooden windows of a building in Kavala (I've not tested other buildings yet)
Uploading reproducible mission file as: 17772_testAISpottingThroughWindows.Altis.zip
Reproduction steps video: http://youtu.be/qSOJcxfw9YM